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#include "OperatingModes.h"
#include "SolderingCommon.h"
#include "ui_drawing.hpp"
// State 1 = button locking (0:unlocked+released, 1:unlocked, 2:locked, 3:locked+released)
// State 2 = boost mode
// State 3 = buzzer timer
OperatingMode handleSolderingButtons(const ButtonState buttons, guiContext *cxt) {
if (cxt->scratch_state.state1 >= 2) {
// Buttons are currently locked
switch (buttons) {
case BUTTON_F_LONG:
if (getSettingValue(SettingsOptions::BoostTemp) && (getSettingValue(SettingsOptions::LockingMode) == lockingMode_t::BOOST)) {
cxt->scratch_state.state2 = 1;
}
break;
case BUTTON_BOTH_LONG:
if (cxt->scratch_state.state1 == 3) {
// Unlocking
if (warnUser(translatedString(Tr->UnlockingKeysString), buttons)) {
cxt->scratch_state.state1 = 1;
}
} else {
warnUser(translatedString(Tr->WarningKeysLockedString), buttons);
}
break;
case BUTTON_NONE:
cxt->scratch_state.state1 = 3;
break;
default: // Do nothing and display a lock warning
warnUser(translatedString(Tr->WarningKeysLockedString), buttons);
break;
}
return OperatingMode::Soldering;
}
// otherwise we are unlocked
switch (buttons) {
case BUTTON_NONE:
cxt->scratch_state.state2 = 0;
cxt->scratch_state.state1 = 0;
break;
case BUTTON_BOTH:
/*Fall through*/
case BUTTON_B_LONG:
cxt->transitionMode = TransitionAnimation::Right;
return OperatingMode::HomeScreen;
case BUTTON_F_LONG:
// if boost mode is enabled turn it on
if (getSettingValue(SettingsOptions::BoostTemp)) {
cxt->scratch_state.state2 = 1;
}
break;
case BUTTON_F_SHORT:
case BUTTON_B_SHORT:
cxt->transitionMode = TransitionAnimation::Left;
return OperatingMode::TemperatureAdjust;
case BUTTON_BOTH_LONG:
if (getSettingValue(SettingsOptions::LockingMode)) {
// Lock buttons
if (cxt->scratch_state.state1 == 0) {
if (warnUser(translatedString(Tr->LockingKeysString), buttons)) {
cxt->scratch_state.state1 = 2;
}
} else {
// FIXME should be WarningKeysUnlockedString
warnUser(translatedString(Tr->UnlockingKeysString), buttons);
}
}
break;
default:
break;
}
return OperatingMode::Soldering;
}
OperatingMode gui_solderingMode(const ButtonState buttons, guiContext *cxt) {
/*
* * Soldering (gui_solderingMode)
* -> Main loop where we draw temp, and animations
* --> User presses buttons and they goto the temperature adjust screen
* ---> Display the current setpoint temperature
* ---> Use buttons to change forward and back on temperature
* ---> Both buttons or timeout for exiting
* --> Long hold front button to enter boost mode
* ---> Just temporarily sets the system into the alternate temperature for
* PID control
* --> Long hold back button to exit
* --> Double button to exit
* --> Long hold double button to toggle key lock
*/
// Update the setpoints for the temperature
if (cxt->scratch_state.state2) {
if (getSettingValue(SettingsOptions::TemperatureInF)) {
currentTempTargetDegC = TipThermoModel::convertFtoC(getSettingValue(SettingsOptions::BoostTemp));
} else {
currentTempTargetDegC = (getSettingValue(SettingsOptions::BoostTemp));
}
} else {
if (getSettingValue(SettingsOptions::TemperatureInF)) {
currentTempTargetDegC = TipThermoModel::convertFtoC(getSettingValue(SettingsOptions::SolderingTemp));
} else {
currentTempTargetDegC = (getSettingValue(SettingsOptions::SolderingTemp));
}
}
// Update status
int error = currentTempTargetDegC - TipThermoModel::getTipInC();
if (error >= -10 && error <= 10) {
// converged
if (!cxt->scratch_state.state5) {
setBuzzer(true);
cxt->scratch_state.state3 = xTaskGetTickCount() + TICKS_SECOND / 3;
cxt->scratch_state.state5 = true;
}
setStatusLED(LED_HOT);
} else {
setStatusLED(LED_HEATING);
cxt->scratch_state.state5 = false;
}
if (cxt->scratch_state.state3 != 0 && xTaskGetTickCount() >= cxt->scratch_state.state3) {
setBuzzer(false);
}
// Draw in the screen details
if (getSettingValue(SettingsOptions::DetailedSoldering)) {
ui_draw_soldering_power_status(cxt->scratch_state.state2);
} else {
ui_draw_soldering_basic_status(cxt->scratch_state.state2);
}
// Check if we should bail due to undervoltage for example
if (checkExitSoldering()) {
setBuzzer(false);
cxt->transitionMode = TransitionAnimation::Right;
return OperatingMode::HomeScreen;
}
#ifdef NO_SLEEP_MODE
if (shouldShutdown()) {
// shutdown
currentTempTargetDegC = 0;
cxt->transitionMode = TransitionAnimation::Right;
return OperatingMode::HomeScreen;
}
#endif
if (shouldBeSleeping()) {
return OperatingMode::Sleeping;
}
if (heaterThermalRunaway) {
currentTempTargetDegC = 0; // heater control off
heaterThermalRunaway = false;
cxt->transitionMode = TransitionAnimation::Right;
return OperatingMode::ThermalRunaway;
}
return handleSolderingButtons(buttons, cxt);
}
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